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/*
* Copyright © 2012 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "glthread_marshal.h"
#include "dispatch.h"
struct marshal_cmd_ShaderSource
{
struct marshal_cmd_base cmd_base;
GLuint shader;
GLsizei count;
/* Followed by GLint length[count], then the contents of all strings,
* concatenated.
*/
};
void
_mesa_unmarshal_ShaderSource(struct gl_context *ctx,
const struct marshal_cmd_ShaderSource *cmd)
{
const GLint *cmd_length = (const GLint *) (cmd + 1);
const GLchar *cmd_strings = (const GLchar *) (cmd_length + cmd->count);
/* TODO: how to deal with malloc failure? */
const GLchar * *string = malloc(cmd->count * sizeof(const GLchar *));
int i;
for (i = 0; i < cmd->count; ++i) {
string[i] = cmd_strings;
cmd_strings += cmd_length[i];
}
CALL_ShaderSource(ctx->CurrentServerDispatch,
(cmd->shader, cmd->count, string, cmd_length));
free((void *)string);
}
static size_t
measure_ShaderSource_strings(GLsizei count, const GLchar * const *string,
const GLint *length_in, GLint *length_out)
{
int i;
size_t total_string_length = 0;
for (i = 0; i < count; ++i) {
if (length_in == NULL || length_in[i] < 0) {
if (string[i])
length_out[i] = strlen(string[i]);
} else {
length_out[i] = length_in[i];
}
total_string_length += length_out[i];
}
return total_string_length;
}
void GLAPIENTRY
_mesa_marshal_ShaderSource(GLuint shader, GLsizei count,
const GLchar * const *string, const GLint *length)
{
/* TODO: how to report an error if count < 0? */
GET_CURRENT_CONTEXT(ctx);
/* TODO: how to deal with malloc failure? */
const size_t fixed_cmd_size = sizeof(struct marshal_cmd_ShaderSource);
STATIC_ASSERT(sizeof(struct marshal_cmd_ShaderSource) % sizeof(GLint) == 0);
size_t length_size = count * sizeof(GLint);
GLint *length_tmp = malloc(length_size);
size_t total_string_length =
measure_ShaderSource_strings(count, string, length, length_tmp);
size_t total_cmd_size = fixed_cmd_size + length_size + total_string_length;
if (total_cmd_size <= MARSHAL_MAX_CMD_SIZE && count > 0) {
struct marshal_cmd_ShaderSource *cmd =
_mesa_glthread_allocate_command(ctx, DISPATCH_CMD_ShaderSource,
total_cmd_size);
GLint *cmd_length = (GLint *) (cmd + 1);
GLchar *cmd_strings = (GLchar *) (cmd_length + count);
int i;
cmd->shader = shader;
cmd->count = count;
memcpy(cmd_length, length_tmp, length_size);
for (i = 0; i < count; ++i) {
memcpy(cmd_strings, string[i], cmd_length[i]);
cmd_strings += cmd_length[i];
}
} else {
_mesa_glthread_finish(ctx);
CALL_ShaderSource(ctx->CurrentServerDispatch,
(shader, count, string, length_tmp));
}
free(length_tmp);
}
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